Post by Lugubrious [admin] on Dec 20, 2009 14:16:37 GMT -5
Peasants & Feudal Lords -- Raw Materials & $$ for Court.
Guildsmen -- Buy raw material cheap, make stuff from it for Knights.
Knights -- Recieve money from courts, buy stuff to become better knights.
Non-Feudal Nobles -- Tax money earners, spend it or give it to knights.
Overview
There are four classes: Nobles, Knights, Guildsmen, Peasants. Each one is integral to the game in a different way. Each class is explained in detail below, in order of highest power to lowest. All the classes are humans, but their specific stats and their use are all different
Nobles
Starting Cash: $50,000 --> Can become knights but it takes acceptance from the king and after two years as a noble.
Nobles hold a variety of positions of power. This is by far the most diverse group. They all can have servants, which are peasants. They can buy more servant spots.
There are three groups of nobles: feudal lords, court officials, and rulers.
Feudal Lords:
Servant spots -- 5
These people own mansions and rule peasants. They are taxed for the vast amount of money that they earn. They command over peasants and live luxurious lives amongst their large families and friends. The feudal lords control the production of raw material such as cotton, hay, metal, jems, and more.
Court Officials:
Servant spots - 1
They are somewhat like a cross between congress, the ruler's friends, and an elder counsel. This group gives advice and helps the king make decisions. They live a lavish life at the palace. This is where all the damsels in distress fall in. They can be locked in towers, kidnapped by knights with bad intentions, whatever you want. These are very flexible characters. Some may become knights if they wish, and some used to be knights but retired.
Rulers:
Servant spots - 2
These people actually run the government. They make rules, decide important things, and such. They also get to do whatever they want basically. Rulers decide the taxes for their kingdom and more.
Knights
Stats
Four stats --
-speed; this determines the chances of a strike
-strength; this determines the strike's damage
-defense; this determines the actual damage dealt
-pomp; this determines the luck factors and crowd appeal rates
To determine a battle score --
(speed * strength)/enemy's defense + pomp
Pomp score is a chance out of 10. So if you have 2 pomp, you have 2/10 chance of winning a bonus point. Also, if there is a tie, it will be decided by pomp. After that it goes by speed, strength, defense, then random.
Basic stat bonuses --
xx.male
speed=2
strength=4
defense=2
pomp=2
xx.female
speed=4
strength=2
defense=2
pomp=2
Vasserland gets +1 strength
Tarrydale gets +1 speed
Noble-based starts with $10,000 and +5 pomp
Knight-based starts with $10,000 and +1 defense
Guild-based starts with $13,000
Peasant starts with $7,000 and +2 strength
--> If they accumulate $100,000 before they turn 40, they can retire as nobles or become king. Otherwise they just stay knights and rot off all old and crumbly. ;P
There are three kinds of knights, the differences so simple there is no need to elaborate. They are classified by their master. If they serve the king or the court, they are 'Castle-Serving'. If they serve a feudal lord, they are 'Feudal-Serving'. If they have no master at all, they are 'Free-Roaming'. These are all statistically identical.
Just as a sidenote - Knights can have 'squires' to help them. This option must be bought from the store.
Guildsmen
Starting Cash: $5,000 --> Never change, but can have children who are in other classes.
Guildsmen are essentially merchants. They RP to create items. Every item sold gives them each a certain amount of money. There are three ranks for guildsmen --> Guild Master, Guildsman, and Apprentice. They buy materials from Feudal Lords. Guildsmen are very specific to which guild they join, so it is quite hard to describe them.
Peasant
Starting Cash: $0 -- Can become guildsmen if they earn $1,000
The peasants are essentially production unites for Feudal Lords. Some may also be servants for nobles. They do not get much money, but they earn their lords huge masses. Feudal Lords must buy spots in their home. These character are very flexible. They have no stats, except cash which is earned from gifts from their masters.
Guildsmen -- Buy raw material cheap, make stuff from it for Knights.
Knights -- Recieve money from courts, buy stuff to become better knights.
Non-Feudal Nobles -- Tax money earners, spend it or give it to knights.
Overview
There are four classes: Nobles, Knights, Guildsmen, Peasants. Each one is integral to the game in a different way. Each class is explained in detail below, in order of highest power to lowest. All the classes are humans, but their specific stats and their use are all different
Nobles
Starting Cash: $50,000 --> Can become knights but it takes acceptance from the king and after two years as a noble.
Nobles hold a variety of positions of power. This is by far the most diverse group. They all can have servants, which are peasants. They can buy more servant spots.
There are three groups of nobles: feudal lords, court officials, and rulers.
Feudal Lords:
Servant spots -- 5
These people own mansions and rule peasants. They are taxed for the vast amount of money that they earn. They command over peasants and live luxurious lives amongst their large families and friends. The feudal lords control the production of raw material such as cotton, hay, metal, jems, and more.
Court Officials:
Servant spots - 1
They are somewhat like a cross between congress, the ruler's friends, and an elder counsel. This group gives advice and helps the king make decisions. They live a lavish life at the palace. This is where all the damsels in distress fall in. They can be locked in towers, kidnapped by knights with bad intentions, whatever you want. These are very flexible characters. Some may become knights if they wish, and some used to be knights but retired.
Rulers:
Servant spots - 2
These people actually run the government. They make rules, decide important things, and such. They also get to do whatever they want basically. Rulers decide the taxes for their kingdom and more.
Knights
Stats
Four stats --
-speed; this determines the chances of a strike
-strength; this determines the strike's damage
-defense; this determines the actual damage dealt
-pomp; this determines the luck factors and crowd appeal rates
To determine a battle score --
(speed * strength)/enemy's defense + pomp
Pomp score is a chance out of 10. So if you have 2 pomp, you have 2/10 chance of winning a bonus point. Also, if there is a tie, it will be decided by pomp. After that it goes by speed, strength, defense, then random.
Basic stat bonuses --
xx.male
speed=2
strength=4
defense=2
pomp=2
xx.female
speed=4
strength=2
defense=2
pomp=2
Vasserland gets +1 strength
Tarrydale gets +1 speed
Noble-based starts with $10,000 and +5 pomp
Knight-based starts with $10,000 and +1 defense
Guild-based starts with $13,000
Peasant starts with $7,000 and +2 strength
--> If they accumulate $100,000 before they turn 40, they can retire as nobles or become king. Otherwise they just stay knights and rot off all old and crumbly. ;P
There are three kinds of knights, the differences so simple there is no need to elaborate. They are classified by their master. If they serve the king or the court, they are 'Castle-Serving'. If they serve a feudal lord, they are 'Feudal-Serving'. If they have no master at all, they are 'Free-Roaming'. These are all statistically identical.
Just as a sidenote - Knights can have 'squires' to help them. This option must be bought from the store.
Guildsmen
Starting Cash: $5,000 --> Never change, but can have children who are in other classes.
Guildsmen are essentially merchants. They RP to create items. Every item sold gives them each a certain amount of money. There are three ranks for guildsmen --> Guild Master, Guildsman, and Apprentice. They buy materials from Feudal Lords. Guildsmen are very specific to which guild they join, so it is quite hard to describe them.
Peasant
Starting Cash: $0 -- Can become guildsmen if they earn $1,000
The peasants are essentially production unites for Feudal Lords. Some may also be servants for nobles. They do not get much money, but they earn their lords huge masses. Feudal Lords must buy spots in their home. These character are very flexible. They have no stats, except cash which is earned from gifts from their masters.